Hack Moderation
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Super mario world ALPHA
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World 1-1
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The red line on the bottom of the pipe does not really go with a blue pipe.
An indication that these were screen-scrolling pipes would be nice.
Why are the tops of the goal points cut?
World 1-2
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Pretty much this entire level is flat. Add some varied land and decorations to spice up your level design.
Again, this goal point is cut.
World 1-3
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I don't mind the rope corner, but I do mind the moving rope; it really doesn't make sense to me if two ropes are moving towards each other or pulling away.
Cement blocks cause "cut-off" to pretty much anything- including water.
..And now, not only is the goal point cut at the top, it's floating at the bottom.
World 1-4
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There's so much land, yet there's not enough enemies.
Mario could not see below, and he fell to his death. Maybe you could aid him next time by leading him with a path of coins or something.
..Really, how many times are you going to copypasta this one piece over and over again? There are no enemies around, either.
World 1-Castle
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...Really, why are there barely any enemies around? Add some enemies to make it more... actiony.
If I hit the switch too early or destroy the shell, I can be stuck here without a way of getting out; add a reset pipe or door.
World 2-1
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If you do not react fast enough, Mario can die in the water.
Minor "cut-off" between the yellow and green pipes.
..Again, adding some enemies would be nice and make the levels more challenging.
The munchers ate part of the pipe with their stems, causing "cut-off".
...Oh you're a dick for adding a Kaizo trap like this.
To be honest, this part was a major pain to do without dying.
The bottom of the goal post has been "cut-off" by the slope.
World 2-2
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I managed to fall through the very steep slope and die. Please, please, please fix this.
The lava had melted the bone and caused "cut-off".
The ground leading into the lava had melted and caused "cut-off".
...How is the vine floating without being attached to anything?
World 2-3
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The stairs aren't exactly connected to anything to support it.
..But this staircase is just floating.
The top of this goal post is "cut-off".
World 2-4
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These slopes are "cut-off". Also, why is the castle music playing?
The note blocks have glitched graphics.
Honestly, if you make an ENTIRE level out of note blocks and with no enemies, this is definitely boring.
You shouldn't use the bottom tiles in Lunar Magic since the players do not know what's down there.
The goal point is cut... again.
World 2-5
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Floating munchers are considered a removal reason.
Cement blocks cut through the ground above.
What kind of a level is only 3 seconds long? The answer is uninteresting and uninspiring level design.
World 2-6
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The red pipes and green pipes cause "cut-off" to each other.
Oh god, this is going to be a nightmare for Super Mario. Not only that, this area is completely devoid of enemies and sprites- only pipes for Small Mario.
Seriously, replace the note blocks with actual land.
Mario can jump over the wall and be forced to die.
World 2-7
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...There's so much slowdown because of the sprites here.
Yellow Switch Palace
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Stacking bullet bill launchers create minor "cut-off" between the shooters.
World 3-1
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You can jump over the wall here.
The top of the goal post is cut.
World 3-2
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The top of the goal post is cut.
World 3-3
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..Again, where are your enemies?
The note block graphics are glitched.
World 3-4
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The top of the goal post is cut.
World 3-Castle
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Due to the amount of sprites on the screen, it causes some slowdown.
World 3-5
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The top of the goal post is cut.
You don't have to enable layer priority for this, because this happens.
World 3-6
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Something minor, but the pipes "cut-off" the dirt.
If you decide to press the switch and wait doing nothing, you'll be stuck here until the time runs out.
I can jump over the wall here.
..Seriously, why do you have to make the passage too small for Super Mario?
I can also jump over this wall.
Lastly for this level, the BG has garbled graphics.
World 4-1
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Cement blocks and the land are both "cut-off".
World 4-2
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I tried to go up, but I think you forgot to enable vertical scrolling.
..Jesus, the amount of fireballs you put adds a bit of slowdown.
The top of the goal post is cut.
World 4-Fortress
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If I hit the any of the P-switches too early, then I can be stuck here. Adding a reset pipe/door would be nice.
World 4-3
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And again, the top of the goal post is cut.
World 4-4
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And again again, the top of the goal post is cut.
Walld-Amp-Plans
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If I was swimming in the overworld, shouldn't I be swimming right now?
Floating vine is floating.
This is just a long section with one-tile long cement blocks and occasional switch palace blocks. Please vary your level design to make it more interesting.
Please do not make blind jumps; I fell from the top, and now I'm (almost) dead.
Not only does Mario look weird when he does his goal walk into a wall, but if you place a goal too high, the screen just seems to turn almost completely black.
World 3-7
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..What, did the enemies decide to screw their jobs and let Mario pass? Where are your enemies?
Oh, and the goal point is again "cut-off".
Velcano Cave
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Something tells me that you meant to spell "Volcano". Speaking of which, this doesn't really seem like a volcano.
Oh god, the fireballs are causing massive slowdown.
1: The vines are floating.
2: Why would there be vines in a hot, molten VOLCANO?
The pipe cuts into the ground, and is floating.
The palette of the... shattering cement block is a bit strange.
Filling up 5-6 screens with shattering cement blocks is very boring level design. Mix it up, please.
Gah, SO close. Could you at the very least extend the ground? I really don't want to go through the same, long level.
Bowser Overworld
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...I take it that after I beat "Velcano Cave", I'm supposed to head down. Instead though, it sent me back up and I can't access the next level.
World 5-Gate
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Bad corner tile.
1. I sense copypasta level design. I've been running through pretty much the same landscape for a good 3-4 screens now.
2. What's the point of having candles in the background if you don't have the generator for the candle?
3. If I press the P-Switch and wait it out, then I could get stuck. Adding a reset pipe/door would be nice.
It would be nice to see what's up here if vertical scroll was
enabled.
Why does activating the first exit do nothing?
World 5-1
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If I get rid of the P-Switch or if I hit it too early, I can be stuck here until the time runs out. Adding a reset pipe/door would be nice.
Jeez, how many coins are you giving out? I already went through a room filled with hundreds of coins.
Oh, and the top of the goal post is cut.
World 5-2
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If I don't swim fast enough, I can have a quick death. Also, there's
minor "cut-off" at the top of the pipe.
The Torpedo Ted boxes cut through the land.
..This was a dick move. I swam into this tiny space, and now that I hit this block, I'm stuck until the timer runs out.
There is a lot of slowdown because of the amount of sprites you have.
The pipe and the water had a baby named "cut-off".
The water then cheated on the pipe, and went off to marry land corners. They named their baby "cut-off" as well.
The two baby cut-offs then decided to get together to make their baby goal point: "cut-off".
World 5 Overworld
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I got a feeling that you're missing a level tile where Mario is standing.
World 5-3
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If I hit the P-Switches at the wrong time or destroy the shell, I can be stuck here until the time runs out. Please add a reset door/pipe. If I did not hit the Red Switch Palace or if I destroyed the shell, I could've gotten stuck as well. Also, if I lose the key, I would've been stuck again.
World 5-4
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The top of the goal point is cut.
Bule Switch Palace
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The name should be "Blue", not "Bule".
Making a hallway for a good 3-4 screens is not good level design, nor is it interesting or fun.
Floating staircases do not make sense.
World 5-Castle
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Building an invisible-coin block bridge is a cool gimmick the first
time, but when you keep doing it in the level, it loses its charm and it feels more like a boring chore.
This probably won't happen, but if I use up all of my throw blocks, then I can get stuck here and wait for the timer to run out.
If I use up my P-Switch at the wrong place, then I can get stuck again and wait for the timer to run out.
I can stand doing the same thing for 5-6 screens, but when there are no enemies, that's where it gets boring. Also, why is the boss music playing if there is NO boss?
World 6-1
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Red surface lava doesn't go with gray lava.
Climbing nets and having 100 fireballs bounce off and on the lava for about 3-4 screens is repetitive and boring.
Oh, and the goal point is cut at the top.
World 6-2
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If I use the P-Switch at the wrong place and time, I can get stuck, as usual.
Are... are those floating munchers? Why yes, they are.
World 6-3
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You should already know what this screenshot is by now.
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I stopped here. I lost my motivation to continue playing this hack, because the level design is really uninteresting. I believe I already have enough reason to reject this hack from the content I've played. The main reasons this hack is being rejected is because of floating munchers, and the level design. When you're Super Mario, you can expect to try and duck jump through tight spaces. You can also count on repetitive level design and problems with the designs itself. So without further ado, this hack has been rejected.